propaganda Posted September 12, 2007 Report Posted September 12, 2007 I am beating my head against the wall. The area highlighted is being rendered, and there is no possible way that it should be. The area is entirely blocked off with world brushes and I checked for perhaps a func detail or something that may be opening that leaf, there is nothing, it's solid, the walls are 16 thick. Does anyone have any suggestion as to what it might be? I have a screenshot as well as the layout. Quote
propaganda Posted September 12, 2007 Author Report Posted September 12, 2007 There are no areaportals in the map. Quote
Zyn Posted September 12, 2007 Report Posted September 12, 2007 There are no areaportals in the map. Tip : Use them. Func_Areaportal is the best thing since sliced bread for optimisation. Quote
Defrag Posted September 12, 2007 Report Posted September 12, 2007 It's very hard to see from that single screenshot. Could be any number of things from 1 unit gaps, invalid brushes etc. Unrelated, but your vis will be nicer if you make those stairs a ramp and then func_detail the steps themselves (valve style -- look at the stairs at the t spawn on de_cbbl sdk map). Quote
Warby Posted September 12, 2007 Report Posted September 12, 2007 i always have individual props render all the time across the map ... hl2s vis is dark sorcery i say Quote
Seldoon182 Posted September 12, 2007 Report Posted September 12, 2007 There is 3 differents modes with the "mat_wireframe" command: - "mat_wireframe 1" Triangular view. Show everything. - "mat_wireframe 2" Show the only calculate polygons. - "mat_wireframe 3" BSP mode. Also render the square polygons. So which one did you use ? Quote
Skjalg Posted September 12, 2007 Report Posted September 12, 2007 I think it has to do with the fact that the area beyond the wall has a second floor, and your visleaf can see that second floors leaf (which, is also the firsts floors.. ?) Give me vmf (with just brushes, if you think i'll steal?), and i'll look at it. Quote
propaganda Posted September 12, 2007 Author Report Posted September 12, 2007 Unrelated, but your vis will be nicer if you make those stairs a ramp and then func_detail the steps themselves (valve style -- look at the stairs at the t spawn on de_cbbl sdk map). There is a ramp and the steps are already func detail. I used mat_wireframe 1 because I wanted to see exactly what's being rendered. An occluder may be a good tactic but there is brushwork also being rendered which shouldn't be. I have not used area portals before as I heard they are useless in MP. @Skjalg there are 2 floors behind there but they are still entirely blocked with world brushes. I will send you the vmf after work for a quick peek. Quote
Skjalg Posted September 12, 2007 Report Posted September 12, 2007 areaportals dont work, but those areaportalwindows do, you can fade them in and out similar to how models fade in and out (fade in and out replacing a glass in window, so from a certain distance whats behind the window just suddenly vanished) Quote
Furyo Posted September 12, 2007 Report Posted September 12, 2007 Areaportals are the single most useful optim tool in Source, whether in MP or SP. In MP, they just have to remain open at all times. A toggle would be forced on the server, and that'll cause lag Areaportalwindows are forced client side. Quote
Zyn Posted September 12, 2007 Report Posted September 12, 2007 Areaportals useless in MP? My good sir, they are used in official maps by Valve, such as dod_colmar, and dramatically improve rendering. Decompile and see for yourself. Quote
propaganda Posted September 12, 2007 Author Report Posted September 12, 2007 So would I use area portals that are always open? Also would I need to seal an area off with them,, for example, if I had 3 windows in a house, would I need one for each window? Quote
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